source-engine/game/client/hl2/c_vehicle_crane.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include <vgui_controls/Controls.h>
#include <Color.h>
#include "c_vehicle_crane.h"
#include "view.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
int ScreenTransform( const Vector& point, Vector& screen );
IMPLEMENT_CLIENTCLASS_DT(C_PropCrane, DT_PropCrane, CPropCrane)
RecvPropEHandle( RECVINFO(m_hPlayer) ),
RecvPropBool( RECVINFO(m_bMagnetOn) ),
RecvPropBool( RECVINFO( m_bEnterAnimOn ) ),
RecvPropBool( RECVINFO( m_bExitAnimOn ) ),
RecvPropVector( RECVINFO( m_vecEyeExitEndpoint ) ),
END_RECV_TABLE()
BEGIN_DATADESC( C_PropCrane )
DEFINE_EMBEDDED( m_ViewSmoothingData ),
END_DATADESC()
#define ROLL_CURVE_ZERO 5 // roll less than this is clamped to zero
#define ROLL_CURVE_LINEAR 45 // roll greater than this is copied out
#define PITCH_CURVE_ZERO 10 // pitch less than this is clamped to zero
#define PITCH_CURVE_LINEAR 45 // pitch greater than this is copied out
// spline in between
#define CRANE_FOV 75
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PropCrane::C_PropCrane( void )
{
memset( &m_ViewSmoothingData, 0, sizeof( m_ViewSmoothingData ) );
m_ViewSmoothingData.pVehicle = this;
m_ViewSmoothingData.flFOV = CRANE_FOV;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void C_PropCrane::PreDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PreDataUpdate( updateType );
m_hPrevPlayer = m_hPlayer;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropCrane::PostDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PostDataUpdate( updateType );
// Store off the old shadow direction
if ( m_hPlayer && !m_hPrevPlayer )
{
m_vecOldShadowDir = g_pClientShadowMgr->GetShadowDirection();
//Vector vecDown = m_vecOldShadowDir - Vector(0,0,0.5);
//VectorNormalize( vecDown );
Vector vecDown = Vector(0,0,-1);
g_pClientShadowMgr->SetShadowDirection( vecDown );
}
else if ( !m_hPlayer && m_hPrevPlayer )
{
g_pClientShadowMgr->SetShadowDirection( m_vecOldShadowDir );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseCombatCharacter *C_PropCrane::GetPassenger( int nRole )
{
if ( nRole == VEHICLE_ROLE_DRIVER )
return m_hPlayer.Get();
return NULL;
}
//-----------------------------------------------------------------------------
// Returns the role of the passenger
//-----------------------------------------------------------------------------
int C_PropCrane::GetPassengerRole( C_BaseCombatCharacter *pPassenger )
{
if ( m_hPlayer.Get() == pPassenger )
return VEHICLE_ROLE_DRIVER;
return VEHICLE_ROLE_NONE;
}
//-----------------------------------------------------------------------------
// Purpose: Modify the player view/camera while in a vehicle
//-----------------------------------------------------------------------------
void C_PropCrane::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*=NULL*/ )
{
SharedVehicleViewSmoothing( m_hPlayer,
pAbsOrigin, pAbsAngles,
m_bEnterAnimOn, m_bExitAnimOn,
m_vecEyeExitEndpoint,
&m_ViewSmoothingData,
pFOV );
}
//-----------------------------------------------------------------------------
// Futzes with the clip planes
//-----------------------------------------------------------------------------
void C_PropCrane::GetVehicleClipPlanes( float &flZNear, float &flZFar ) const
{
// FIXME: Need something a better long-term, this fixes the buggy.
flZNear = 6;
}
//-----------------------------------------------------------------------------
// Renders hud elements
//-----------------------------------------------------------------------------
void C_PropCrane::DrawHudElements( )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : theMins -
// theMaxs -
//-----------------------------------------------------------------------------
void C_PropCrane::GetRenderBounds( Vector &theMins, Vector &theMaxs )
{
// This is kind of hacky:( Add 660.0 to the y coordinate of the bounding box to
// allow for the full extension of the crane arm.
BaseClass::GetRenderBounds( theMins, theMaxs );
theMaxs.y += 660.0f;
}